601 research outputs found

    Building spanning trees quickly in Maker-Breaker games

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    For a tree T on n vertices, we study the Maker-Breaker game, played on the edge set of the complete graph on n vertices, which Maker wins as soon as the graph she builds contains a copy of T. We prove that if T has bounded maximum degree, then Maker can win this game within n+1 moves. Moreover, we prove that Maker can build almost every tree on n vertices in n-1 moves and provide non-trivial examples of families of trees which Maker cannot build in n-1 moves

    Generating random graphs in biased Maker-Breaker games

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    We present a general approach connecting biased Maker-Breaker games and problems about local resilience in random graphs. We utilize this approach to prove new results and also to derive some known results about biased Maker-Breaker games. In particular, we show that for b=o(n)b=o\left(\sqrt{n}\right), Maker can build a pancyclic graph (that is, a graph that contains cycles of every possible length) while playing a (1:b)(1:b) game on E(Kn)E(K_n). As another application, we show that for b=Θ(n/lnn)b=\Theta\left(n/\ln n\right), playing a (1:b)(1:b) game on E(Kn)E(K_n), Maker can build a graph which contains copies of all spanning trees having maximum degree Δ=O(1)\Delta=O(1) with a bare path of linear length (a bare path in a tree TT is a path with all interior vertices of degree exactly two in TT)

    Positional Games

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    Positional games are a branch of combinatorics, researching a variety of two-player games, ranging from popular recreational games such as Tic-Tac-Toe and Hex, to purely abstract games played on graphs and hypergraphs. It is closely connected to many other combinatorial disciplines such as Ramsey theory, extremal graph and set theory, probabilistic combinatorics, and to computer science. We survey the basic notions of the field, its approaches and tools, as well as numerous recent advances, standing open problems and promising research directions.Comment: Submitted to Proceedings of the ICM 201

    Efficient winning strategies in random-turn Maker-Breaker games

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    We consider random-turn positional games, introduced by Peres, Schramm, Sheffield and Wilson in 2007. A pp-random-turn positional game is a two-player game, played the same as an ordinary positional game, except that instead of alternating turns, a coin is being tossed before each turn to decide the identity of the next player to move (the probability of Player I to move is pp). We analyze the random-turn version of several classical Maker-Breaker games such as the game Box (introduced by Chv\'atal and Erd\H os in 1987), the Hamilton cycle game and the kk-vertex-connectivity game (both played on the edge set of KnK_n). For each of these games we provide each of the players with a (randomized) efficient strategy which typically ensures his win in the asymptotic order of the minimum value of pp for which he typically wins the game, assuming optimal strategies of both players.Comment: 20 page

    Fast strategies in biased Maker--Breaker games

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    We study the biased (1:b)(1:b) Maker--Breaker positional games, played on the edge set of the complete graph on nn vertices, KnK_n. Given Breaker's bias bb, possibly depending on nn, we determine the bounds for the minimal number of moves, depending on bb, in which Maker can win in each of the two standard graph games, the Perfect Matching game and the Hamilton Cycle game

    Tree universality in positional games

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    In this paper we consider positional games where the winning sets are tree universal graphs. Specifically, we show that in the unbiased Maker-Breaker game on the complete graph KnK_n, Maker has a strategy to occupy a graph which contains copies of all spanning trees with maximum degree at most cn/log(n)cn/\log(n), for a suitable constant cc and nn being large enough. We also prove an analogous result for Waiter-Client games. Both of our results show that the building player can play at least as good as suggested by the random graph intuition. Moreover, they improve on a special case of earlier results by Johannsen, Krivelevich, and Samotij as well as Han and Yang for Maker-Breaker games

    Fast Strategies in Waiter-Client Games on KnK_n

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    Waiter-Client games are played on some hypergraph (X,F)(X,\mathcal{F}), where F\mathcal{F} denotes the family of winning sets. For some bias bb, during each round of such a game Waiter offers to Client b+1b+1 elements of XX, of which Client claims one for himself while the rest go to Waiter. Proceeding like this Waiter wins the game if she forces Client to claim all the elements of any winning set from F\mathcal{F}. In this paper we study fast strategies for several Waiter-Client games played on the edge set of the complete graph, i.e. X=E(Kn)X=E(K_n), in which the winning sets are perfect matchings, Hamilton cycles, pancyclic graphs, fixed spanning trees or factors of a given graph.Comment: 38 page
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